예제 #1
0
        public override BtResult Execute()
        {
            int       buffId = m_dataBase.GetData <int>((int)eAIParam.INT_BUFF_ID);
            CCreature buff   = CCreatureMgr.Get(buffId);

            if (buff != null)
            {
                //float dis2 = Collide.GetDis2(buff.GetPos(), m_creature.GetPos());
                //if (dis2 < 1.0f)
                //{
                //    return BtResult.Ended;
                //}
                //else
                //{
                //    m_curTime += FSPParam.clientFrameMsTime;
                //    if (m_curTime >= 30 * FSPParam.clientFrameMsTime)
                //    {
                //        m_curTime = 0;
                //        Vector2 target = buff.GetPos();
                //        m_creature.GoTo(target);
                //    }
                //    return BtResult.Running;
                //}
            }
            else
            {
                m_curTime = 0;
                return(BtResult.Ended);
            }
            return(BtResult.Ended);
        }
예제 #2
0
파일: CreatureProp.cs 프로젝트: mengtest/fs
        public static void OnChangeLv(CCreature obj, int newV, int oldV)
        {
            if (newV == oldV)
            {
                return;
            }

            // 逻辑层
            obj.UpdateProp();
            int maxHp = obj.GetPropNum(eCreatureProp.Hp);

            // 主角升级才回满血
            //if (obj.IsMaster())
            //{
            //    obj.SetPropNum(eCreatureProp.CurHp, maxHp);
            //}

            // 表现层
            obj.UpdateVO_ShowHeadLv();
            obj.UpdateVO_ShowHeadHp();
            obj.UpdateUI_Lv();

            if (oldV != 0 && obj.IsMaster())
            {
                if (obj.m_vCreature != null)
                {
                    CEffectMgr.Create(21160, obj.m_vCreature.GetEnt(), "origin");
                }
            }
        }
예제 #3
0
파일: BuffBase.cs 프로젝트: mengtest/fs
        public void UpdateVO_ShowBuffEffect(CCreature cc, bool bAdd, int effectId, int effectPoint, int uid)
        {
            if (cc == null)
            {
                return;
            }

            //if(bAdd) // 添加时,没有同种BUFF则创建特效,有则不创建
            //{
            //    BuffBase buffBase = cc.GetBuffByCsvId(m_buffData.id);
            //    if (buffBase != null)
            //        return;
            //}
            //else // 移除时,没有同种BUFF则销毁特效,有同种BUFF则不销毁
            //{
            //    BuffBase buffBase = cc.GetBuffByCsvId(m_buffData.id);
            //    if (buffBase != null)
            //        return;
            //}

            if (cc.m_vCreature == null)
            {
                return;
            }

            CmdFspBuff buff = new CmdFspBuff();

            buff.bAdd     = bAdd;
            buff.effectId = effectId;
            buff.bindType = effectPoint;
            buff.color    = m_buffData.hitColor;
            cc.m_vCreature.PushCommand(buff);
        }
예제 #4
0
파일: CreatureProp.cs 프로젝트: mengtest/fs
        public static void OnChangeCurExp(CCreature obj, int newV, int oldV)
        {
            // 逻辑层
            // 到达满级时,不再执行
            if (newV == oldV && newV != 0)
            {
                return;
            }

            // 通过当前总经验值获取等级。
            PlayerExpCsv playerCsv = CsvManager.Inst.GetCsv <PlayerExpCsv>((int)eAllCSV.eAC_PlayerExp);
            int          lv        = playerCsv.GetLevelByExp(newV);

            if (lv >= playerCsv.m_maxLv.Level)  // 已满级
            {
                int maxExp = playerCsv.GetMaxExpByLv(lv);
                obj.SetPropNum(eCreatureProp.CurExp, maxExp);
                obj.SetPropNum(eCreatureProp.Exp, maxExp);
            }
            else
            {
                int maxExp = playerCsv.GetMaxExpByLv(lv + 1);  // 下一级所需经验
                obj.SetPropNum(eCreatureProp.Exp, maxExp);
            }
            obj.SetPropNum(eCreatureProp.Lv, lv);

            // 表现层
            obj.UpdateUI_Exp();
        }
예제 #5
0
파일: BuffBase.cs 프로젝트: mengtest/fs
        /// <summary>
        /// 更新充能技能
        /// </summary>
        private void UpdateChargeSkill(CCreature m_caster, int hurtVal)
        {
            if (m_caster == null || m_caster.m_cmdFspSendSkill == null)
            {
                return;
            }

            CSkillInfo cInfo = m_caster.GetSkillByIndex(m_caster.m_cmdFspSendSkill.m_skillIndex);

            if (cInfo == null)
            {
                return;
            }

            // 如果施法者,当前是放的蓄能大招,则不进行充能
            if (cInfo.GetCDType() == (int)eSkillCdType.Charge)
            {
                return;
            }

            foreach (KeyValuePair <int, CSkillInfo> item in m_caster.m_dicSkill)
            {
                CSkillInfo info = item.Value;
                if (info.GetCDType() == (int)eSkillCdType.Charge)
                {
                    info.AddCharge(hurtVal);
                    // 更新界面
                    m_caster.UpdateUI_Charge(info.GetSkillIndex(), info.GetChargePct());
                }
            }
        }
예제 #6
0
        /// <summary>
        /// 是否同阵营
        /// </summary>
        /// <param name="target"></param>
        /// <returns></returns>
        public bool bCamp(CCreature target)
        {
            if (GetUid() == target.GetUid())
            {
                return(true);
            }

            return(false);

            if (IsPlayer() && target.IsMonster())   // 玩家对怪物
            {
                return(false);
            }
            //else if (IsPartner() && target.IsMonster())
            //{
            //    return false;
            //}
            else if (IsMonster() && target.IsPlayer())  // 怪物对玩家
            {
                return(false);
            }
            else if (IsNpc() && target.IsMonster())   // 坐骑对怪物
            {
                return(false);
            }
            return(true);
        }
예제 #7
0
파일: SkillBase.cs 프로젝트: mengtest/fs
        public override void Destory()
        {
            m_destroy = true;

            CFrameTimeMgr.Inst.RemoveEvent(m_skillLifeEventHid);
            //Debug.Log("destory skill:" + m_skillInfo.name);
            SetLogicEnable(true);

            CCreature cc = GetCaster();

            if (cc != null)
            {
                cc.PushCommand(CmdFspStopMove.Inst);
                // 如果在释放技能时,操作了移动,技能释放结束修改方向
                //if (cc.m_cmdFspMove != null)
                //    cc.SetDir(GetCaster().m_cmdFspMove.m_dir);
            }

            // 销毁表现层
            if (m_vSkill != null)
            {
                m_vSkill.Destory();
                m_vSkill = null;
            }
        }
예제 #8
0
        public int GetTarget(int lookDis)
        {
            int         targetUid = 0;
            FixedPoint  m_minDis2 = new FixedPoint(999999);
            List <long> list      = CCreatureMgr.GetCreatureList();

            for (int i = 0; i < list.Count; i++)
            {
                CCreature  cc     = CCreatureMgr.Get(list[i]);
                FixedPoint abDis2 = FPCollide.GetDis2(GetPos(), cc.GetPos());
                if (abDis2 > new FixedPoint(lookDis * lookDis))
                {
                    continue;
                }

                if (cc.IsDie() || cc.GetUid() == GetUid())
                {
                    continue;
                }

                if (abDis2 < new FixedPoint(lookDis * lookDis))    // 如果目标在视线范围内
                {
                    if (abDis2 < m_minDis2)
                    {
                        m_minDis2 = abDis2;
                        targetUid = (int)cc.GetUid();
                    }
                }
            }
            return(targetUid);
        }
예제 #9
0
파일: SkillBase.cs 프로젝트: mengtest/fs
        /// <summary>
        /// m_logicSkillEnabled用于控制技能的保护状态
        /// 也用于BUFF去设置技能是否可用
        /// </summary>
        public void SetLogicEnable(bool bTrue)
        {
            CCreature cc = GetCaster();

            if (cc == null)
            {
                return;
            }
            cc.m_logicSkillEnabled = bTrue;

            // 不能移动的技能,才需要设置逻辑是否移动,常规的MOBA技能释放
            // 比如机枪,就可以边走边释放,就不设置逻辑是否移动
            if (m_skillInfo.bRota)
            {
                cc.m_logicSkillRotationEnabled = !bTrue;
            }
            if (!m_skillInfo.bMove)
            {
                cc.PushCommand(CmdFspStopMove.Inst);
                cc.SetLogicMoveEnabled(bTrue);
                // 释放技能不能移动时
                VBase v = cc.m_vCreature;
                if (v != null)
                {
                    v.SetMove(bTrue);
                }
            }
            // 重置遥感,一般在按下移动,并技能释放完之后,还需继续移动
            if (bTrue)
            {
                cc.UpdateUI_ResetJoyStick(true);
            }
        }
예제 #10
0
        public override void Launch()
        {
            //base.Launch();
            //Debug.Log("近战击中,计算伤害");
            // 检测,播放受击动作
            Vector2d pos = CCreatureMgr.Get(m_curSkillCmd.m_casterUid).GetPos();
            Vector2d dir = m_curSkillCmd.m_dir;

            List <long> list = CCreatureMgr.GetCreatureList();

            for (int i = 0; i < list.Count; i++)
            {
                CCreature creature = CCreatureMgr.Get(list[i]);
                if (GetCaster().bCamp(creature) || creature.IsDie())
                {
                    continue;
                }

                Vector2d focusPos = creature.GetPos();
                FPSector sec      = new FPSector();
                sec.pos   = pos;
                sec.dir   = dir;
                sec.angle = new FixedPoint(m_skillInfo.width);
                sec.r     = new FixedPoint(m_skillInfo.length);

                if (FPCollide.bSectorInside(sec, focusPos))
                {
                    //Debug.Log("近战检测:" + item.GetUid());
                    //OnHit(creature, i++);
                    OnCasterAddBuff(GetCaster(), creature);
                }
            }
        }
예제 #11
0
        public static bool SendSkill(CCreature m_creature, BtDatabase m_dataBase, bool bDown = false)
        {
            int targetUid = m_dataBase.GetData <int>((int)eAIParam.INT_TARGET_UID);

            if (targetUid == m_creature.GetUid())
            {
                return(false);
            }
            CCreature targetCc = CCreatureMgr.Get(targetUid);

            if (targetCc != null)
            {
                Vector2d dir = (targetCc.GetPos() - m_creature.GetPos());
                dir.Normalize();
                //if (dir == Vector2.zero)
                //{
                //    dir = m_creature.GetDir();
                //}
                int selectSkillUid = m_dataBase.GetData <int>((int)eAIParam.INT_SELECT_SKILL_INDEX);

                CSkillInfo skillInfo = m_creature.GetSkillByIndex(selectSkillUid);



                CmdFspSendSkill cmd = new CmdFspSendSkill();
                cmd.m_casterUid  = (int)m_creature.GetUid();
                cmd.m_skillIndex = selectSkillUid;

                if (skillInfo.m_skillInfo.selectTargetType == (int)eSelectTargetType.Self)
                {
                }
                else if (skillInfo.m_skillInfo.selectTargetType == (int)eSelectTargetType.Dir ||
                         skillInfo.m_skillInfo.selectTargetType == (int)eSelectTargetType.SectorDir)
                {
                    cmd.m_dir = dir;
                }
                else if (skillInfo.m_skillInfo.selectTargetType == (int)eSelectTargetType.Pos)
                {
                    cmd.m_dir    = dir;
                    cmd.m_endPos = targetCc.GetPos();
                }
                cmd.m_bDown = bDown;

                if (m_creature.m_aiType == eAIType.Player)
                {
                    m_creature.SendFspCmd(cmd);
                }
                else
                {
                    m_creature.PushCommand(cmd);
                }

                // 进入公共CD
                m_dataBase.SetData <int>((int)eAIParam.INT_SKILL_INTERVAL, GetSkillCastCd(m_creature, m_dataBase));
                // 清空当前发送的技能
                m_dataBase.SetData <int>((int)eAIParam.INT_SELECT_SKILL_INDEX, -1);
                return(true);
            }
            return(false);
        }
예제 #12
0
        /// <summary>
        /// 常规情况的CD,combo时,缩短CD间隔
        /// </summary>
        public static int GetSkillCastCd(CCreature creature, BtDatabase baseData)
        {
            // 连招状态,取最小间隔
            //if (baseData.GetData<bool>(BOOL_COMBO_STATE))
            //    return INT_HARD_CAST_SKILL_INTERVAL;
            //return INT_HARD_CAST_SKILL_INTERVAL / 2;
            int curInterval = INT_NORMAL_CAST_SKILL_INTERVAL;

            switch (creature.m_ai.m_level)
            {
            case eAILevel.NEWBIE:
                curInterval = INT_NEWBIE_CAST_SKILL_INTERVAL;
                break;

            case eAILevel.EASY:
                curInterval = INT_EASY_CAST_SKILL_INTERVAL;
                break;

            case eAILevel.NORMAL:
                curInterval = INT_NORMAL_CAST_SKILL_INTERVAL;
                break;

            case eAILevel.HARD:
                curInterval = INT_HARD_CAST_SKILL_INTERVAL;
                break;
            }
            return(curInterval);
        }
예제 #13
0
파일: KeyMgr.cs 프로젝트: mengtest/fs
        public override void Update(float fTime, float fDTime)
        {
            float   h       = Input.GetAxis("Horizontal");
            float   v       = Input.GetAxis("Vertical");
            Vector2 moveVec = new Vector2(h, v);

            if (moveVec != Vector2.zero)
            {
                JoyStickModule ctr = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                ctr.OnMove(false, moveVec);
                m_bMove = true;
            }
            else
            {
                if (m_bMove)
                {
                    JoyStickModule ctr = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                    ctr.OnMove(true, moveVec);
                    m_bMove = false;
                }
            }

            if (Input.GetKey(KeyCode.Alpha7))
            {
                m_ai = !m_ai;
                CCreature cc = CCreatureMgr.GetMaster();
                cc.StartAi(m_ai);
            }
        }
예제 #14
0
파일: BuffBase.cs 프로젝트: mengtest/fs
        private void UpdateBuff(CCreature rec)
        {
            BuffBase buff = rec.GetStateBuff(eBuffState.sleep);

            if (buff != null)
            {
                CBuffMgr.Destroy(buff.m_uid);
            }
        }
예제 #15
0
 private void ResetSkill(CCreature rec)
 {
     rec.m_logicSkillEnabled = true;
     //CCreature ride = rec.GetRide();
     //if (ride != null)
     //{
     //    ride.m_logicSkillEnabled = true;
     //}
 }
예제 #16
0
 private void SetStopSkill(CCreature rec)
 {
     rec.m_logicSkillEnabled = false;
     //CCreature ride = rec.GetRide();
     //if (ride != null)
     //{
     //    ride.m_logicSkillEnabled = false;
     //}
 }
예제 #17
0
파일: AStarNew.cs 프로젝트: mengtest/fs
        public bool LineTest2(CMap map, CCreature cc, int x1, int y1, int x2, int y2, ref Vector2 lastPos)
        {
            //Profiler.BeginSample("LineTest2");

            int dx = x2 - x1;
            int dy = y2 - y1;
            int ux = (dx > 0) ? 1 : -1; //x的增量方向,取或-1
            int uy = (dy > 0) ? 1 : -1; //y的增量方向,取或-1
            int x = x1, y = y1, eps;    //eps为累加误差

            //算法问题需要向增量方向在+1
            x2 += ux; y2 += uy;
            eps = 0; dx = Mathf.Abs(dx); dy = Mathf.Abs(dy);
            if (dx > dy)
            {
                for (x = x1; x != x2; x += ux)
                {
                    if (!map.CanArrive(cc, x, y))
                    {
                        //Profiler.EndSample();
                        return(false);
                    }
                    lastPos.x = x;
                    lastPos.y = y;
                    //mpaths.Add(new Vector2(x, y));
                    eps += dy;
                    if ((eps << 1) >= dx)
                    {
                        y += uy; eps -= dx;
                    }
                }
            }
            else
            {
                for (y = y1; y != y2; y += uy)
                {
                    if (!map.CanArrive(cc, x, y))
                    {
                        //Profiler.EndSample();
                        return(false);
                    }
                    lastPos.x = x;
                    lastPos.y = y;
                    eps      += dx;
                    if ((eps << 1) >= dy)
                    {
                        x += ux; eps -= dy;
                    }
                }
            }

            //Profiler.EndSample();

            return(true);
        }
예제 #18
0
        public override BtResult Execute()
        {
            GetSkillDis();
            if (m_skillDis == 0)
            {
                AIParam.SendSkill(m_creature, m_dataBase);
                return(BtResult.Ended);
            }

            // 1.实时获取当前选择的技能和目标计算 当前的移动位置
            // 2.如果到达,即可结束
            int       targetUid = m_dataBase.GetData <int>((int)eAIParam.INT_TARGET_UID);
            CCreature targetCC  = CCreatureMgr.Get(targetUid);

            if (targetCC != null)
            {
                FixedPoint dis2 = FPCollide.GetDis2(targetCC.GetPos(), m_creature.GetPos());
                if (dis2 < new FixedPoint(m_skillDis * m_skillDis))
                {
                    return(BtResult.Ended);
                }
                else
                {
                    // 一秒执行一次
                    m_curTime += FSPParam.clientFrameMsTime;
                    if (m_curTime >= 30 * FSPParam.clientFrameMsTime)
                    {
                        m_curTime = 0;

                        //Vector2 pPos = targetCC.GetPos();
                        //m_creature.GoTo(pPos);

                        Vector2d dir    = targetCC.GetPos() - m_creature.GetPos();
                        Vector2d target = m_creature.GetPos() + dir.normalized * new FixedPoint(m_skillDis);
                        Vector2d endPos = CMapMgr.m_map.GetRandomPos(target.x.value, target.y.value, 3, m_creature.m_aiType).ToVector2d();
                        //Vector2d pPos = targetCC.GetPos();

                        CmdFspAutoMove cmd = new CmdFspAutoMove();
                        cmd.m_pos = endPos;

                        if (m_creature.m_aiType == eAIType.Player)
                        {
                            m_creature.SendFspCmd(cmd);
                        }
                        else
                        {
                            m_creature.PushCommand(cmd);
                        }
                    }
                    return(BtResult.Running);
                }
            }

            return(BtResult.Ended);
        }
예제 #19
0
 public void OnCreateHitBuff(CCreature foeCc)
 {
     for (int i = 0; i < m_buffList.Count; i++)
     {
         BuffBase buff = m_buffList[i];
         if (buff.GetBuffType() == eBuffType.hitCreate)
         {
             ((Buff12)buff).CreateBuff(foeCc);
         }
     }
 }
예제 #20
0
파일: SkillBase.cs 프로젝트: mengtest/fs
 /// <summary>
 /// 1.支持玩家身上的BUFF
 /// 2.支持创建基于位置的触发器BUFF
 /// </summary>
 public static void AddBuff(CCreature caster, CCreature receiver, int[] buffList, Vector2d startPos, Vector2d skillPos, Vector2d dir, int skillIndex = 0, object obj = null)
 {
     for (int i = 0; i < buffList.Length; i++)
     {
         if (buffList[i] == 0)
         {
             continue;
         }
         AddBuff(caster, receiver, buffList[i], startPos, skillPos, dir, skillIndex, obj);
     }
 }
예제 #21
0
파일: CCreature_UI.cs 프로젝트: mengtest/fs
 public void UpdateUI_Master(CCreature cc)
 {
     if (!IsMaster())
     {
         return;
     }
     //JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
     //js.SetMaster(cc);
     //cc.UpdateUI_Skill();
     //js.InitCd();
 }
예제 #22
0
        public void SetHUD(eHUDType type, string text, CCreature cc)
        {
            if (cc == null || cc.m_vCreature == null)
            {
                return;
            }
            VBase   vObj = cc.m_vCreature;
            Vector3 pos  = vObj.GetEnt().GetPos() + Vector3.up * vObj.m_baseInfo.m_headHeight;

            m_ui.SetHUD(type, text, GUIManager.GetUIPos(pos));
        }
예제 #23
0
파일: Buff101.cs 프로젝트: mengtest/fs
        public override void Init()
        {
            base.Init();
            CCreature cast = m_caster;

            if (cast != null)
            {
                int      len    = GetVal1();
                Vector2d target = cast.GetPos() + m_skillDir * len;
                cast.SetPos(target, true);
            }
        }
예제 #24
0
파일: FSMMgr.cs 프로젝트: mengtest/fs
        public FSMMgr(CCreature creature)
        {
            StopMoveState stop     = new StopMoveState(creature);
            MoveState     move     = new MoveState(creature);
            AutoMoveState autoMove = new AutoMoveState(creature);

            Add((int)StateID.eFspStopMove, stop);
            Add((int)StateID.eFspMove, move);
            Add((int)StateID.eFspAutoMove, autoMove);

            ChangeState((int)StateID.eFspStopMove, CmdFspStopMove.Inst);
        }
예제 #25
0
        public void OnHitTarget()
        {
            FixedPoint  m_minDis2 = new FixedPoint(999999);
            CCreature   target    = null;
            List <long> list      = CCreatureMgr.GetCreatureList();

            for (int i = 0; i < list.Count; i++)
            {
                CCreature creature = CCreatureMgr.Get(list[i]);
                if (m_listHited != null && m_listHited.Contains((int)list[i]))
                {
                    continue;
                }
                if (m_caster == creature || m_caster.bCamp(creature) || creature.IsDie() || creature == m_rec)
                {
                    continue;
                }
                FixedPoint abDis2 = FPCollide.GetDis2(m_rec.GetPos(), creature.GetPos());
                if (abDis2 < new FixedPoint(m_triggerData.Length * m_triggerData.Length))
                {
                    if (abDis2 < m_minDis2)
                    {
                        target    = creature;
                        m_minDis2 = abDis2;
                    }
                }
            }
            if (target != null)
            {
                if (m_listHited == null)
                {
                    m_listHited = new List <int>();
                }

                Debug.Log("添加单位:" + target.GetUid());
                m_listHited.Add((int)target.GetUid());
                OnHitAddBuff(m_caster, target, m_listHited);

                VTrigger vTri = GetVTrigger();
                if (vTri != null && m_rec != null && m_rec.GetVObject() != null)
                {
                    Vector3 sh = m_rec.GetVObject().GetHitHeight();
                    Vector3 th = target.GetVObject().GetHitHeight();
                    vTri.SetLineStartPos(GetPos().ToVector3() + sh);
                    vTri.SetLineTargetPos(target.GetPos().ToVector3() + th);
                }
            }
            else
            {
                Destory();
            }
        }
예제 #26
0
파일: BuffBase.cs 프로젝트: mengtest/fs
        // 创建玩家身上的特效,非技能情况,比如升级,吃F爆点等等,不需要逻辑控制生命周期的
        // bindPos = SBindPont.eBindType
        public void UpdateVO_ShowEffect_One(CCreature cc, int effect, int bindPos)
        {
            if (cc == null || cc.m_vCreature == null)
            {
                return;
            }

            CmdUIHead cmd = new CmdUIHead();

            cmd.type          = 11;
            cmd.effectId      = effect;
            cmd.effectBindPos = bindPos;
            cc.m_vCreature.PushCommand(cmd);
        }
예제 #27
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 public void CreateBuff(CCreature foe)
 {
     // format is "buffid1_chance2_buffid2_chance2"
     int[] data = m_buffData.listParam;
     for (int i = 0; i < data.Length; i += 2)
     {
         int chance = data[i + 1];
         //int pct = GameManager.Inst.m_clientRand.Next(0, 100);
         //if(pct < chance)
         //{
         //    int buffId = data[i];
         //    SkillBase.AddBuff(m_caster, foe, buffId, m_startPos, m_skillPos, m_skillDir, -1);
         //}
     }
 }
예제 #28
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        public static void SendSkill(CCreature m_creature, BtDatabase m_dataBase)
        {
            int             selectSkillUid = m_dataBase.GetData <int>((int)eAIParam.INT_SELECT_SKILL_INDEX);
            CmdFspSendSkill cmd            = new CmdFspSendSkill();

            cmd.m_casterUid  = (int)m_creature.GetUid();
            cmd.m_skillIndex = selectSkillUid;
            cmd.m_bDown      = false;
            m_creature.PushCommand(cmd);

            // 进入公共CD
            m_dataBase.SetData <int>((int)eAIParam.INT_SKILL_INTERVAL, GetSkillCastCd(m_creature, m_dataBase));
            // 清空当前发送的技能
            m_dataBase.SetData <int>((int)eAIParam.INT_SELECT_SKILL_INDEX, 0);
        }
예제 #29
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        /// <summary>
        /// 触发器触发BUFF
        /// </summary>
        public void OnHitAddBuff(CCreature caster, CCreature receiver, object obj = null)
        {
            // 给自己加
            int[] selfBuffList = m_triggerData.selfBuffList;
            SkillBase.AddBuff(caster, receiver, selfBuffList, GetPos(), GetPos(), GetDir(), m_skillIndex, obj);

            // 给目标加
            int[] targetBuffList = m_triggerData.targetBuffList;
            SkillBase.AddBuff(caster, receiver, targetBuffList, GetPos(), GetPos(), GetDir(), m_skillIndex, obj);

            if (m_triggerData.bBullet)  // 如果是子弹,碰撞就调用父类的销毁
            {
                base.Destory();
            }
        }
예제 #30
0
 public void SetStopMove(CCreature rec)
 {
     if (rec == null)
     {
         return;
     }
     rec.SetLogicMoveEnabled(false);
     rec.PushCommand(CmdFspStopMove.Inst);
     //CCreature ride = rec.GetRide();
     //if (ride != null)
     //{
     //    ride.m_logicMoveEnabled = false;
     //    ride.PushCommand(CmdFspStopMove.Inst);
     //    ride.StopAutoMove();
     //}
 }